In this section I will also be starting out with some fairly basic examples of the Math.random method these will just be the usual hello world style type examples. However in the process of doing so I will also be going over some of the basics of expressions, and writing functions in the process of doing so.
So just type Math.random() at the > prompt and press return. The result should then be a random number.
The random number can then be multiplied, and used in all kinds of different expressions to get desired random ranges. So from this point forward it is just working out the expressions that are needed to work with this kind of method. Those expressions can then end up being the return values of functions, or be used to create arguments for pure functions.
So then in posix like systems like Linux and MacOs you can do something like this if you have nodejs installed.
In windows systems the same can be done in the command prompt.
So then there is the topic of setting up a basic web server as a way to host this kind of index.html file up via the http protocol. That is the proper way to go about doing so actually, however when it comes to something like this it is still possible for it to work okay by just opening it up in a web browser by way of the file protocol.
Now for a nodejs file example that can be called from the command line. For this example I am using the os module of nodejs to get the End of line string for the underlaying operating system. I am then using the write method of an instance of a stream of the stdout property of the process global to write to the standard output.
So then the next step when it comes to this kind of nodejs example is to save it as something like basic-node.js and call the script from the command line with nodejs.
The end result is then yet another way to go about using the Math random method in a project.
Okay now I think I should write about making at least one or more functions that make use of the Math random method, starting out with a simple die function example. This function will just take one argument that is the number of sides that a die has, and return a random number between and including 1 and the total number of sides.
How about another function example that builds on top of the die function example that I went over above? With that said how about a roll dice function that will take an array of numbers that defaults to [6,6] that is an array sides for a set of dice? Inside the body of this roll dice function the array map method can be used to create an return a new array from the source array that is this array of sides. So the n each element in the new array that is returned is the result of rolling a dice with the sides value in the source array.
So then there is just calling the main random method, and then there is plugging the value into some very simple expressions to get some kind of number from zero upwards. However there is then using math.random in various other expressions that have to do with getting a number that is within a range. There is starting out with just a basic example, but then there is maybe running into some problems that have to do with rounding rather than getting a float value. I will be getting into the subject of rounding in depth in a later section in this post, but the main focus in this section will be on the subject of dealing with a random range between and in some cases including a min and max value.
Getting a range involves a simple expression where you start with the low end of the range and then add by a random number that is the result of Math.random multiplied by the result of the high end of the range with the low end deducted.
Although this is often the basic idea of how to do about doing this sort of then with random numbers there is a bot more to write about with this of course. For one thing there is running into problems with rounding.
It might be better to start out with a range function in which I am pulling the call of Math.random out and placing an argument that represents the kind of value that Math.random returns in its place. This way I have a function in which I have three arguments one of which what I often call a per value which is short for percent, along with a low and high value. This way I can pass Math.random as the per value, or I can also give a number literal value also.
Form the range per method I can then cerate all kinds of additional methods that involve the use of the Math.random method. There is having a method that will just call Math.random and pass that as the value for the range per function, but on top of that also providing a filter argument that can be just a function to which the return value of calling the range per method with Math.random value is pass threw that is a range random method. This range random method can then be called with a filter in which I am using the Math.floor method to round the value return by range per to create an integer value. I can then also create additional methods beyond this such as one that will take an array and return a random element from that array and so forth, and so on.
When it comes to rounding and random numbers you want to be careful. Make sure that you are using the Math floor or math ceil methods rather than just the math round method. That is unless you want the result of what happens when you use the math round method to be what happens.
You see if you multiply the result of a Math random call by a number such as six, and use the Math round method to round the result the range will be from and including 0 to and including 6 which is a range of 7 possible values where you might only want 6. So you will want to multiply by 5 rather than 6, or use the math floor or ceil methods rather than the math round method.
One way to go about doing this would be to have an array of color options and then just return a random element from that array. I can make it so that there is a hard coded list of options that are just back and white, and then maybe pass any custom array of colors that I might want for other situations.
This is one of the most concise solutions for a random color generator function that I have found thus far. This works by passing the value 16 to the to string method of the number prototype that results in converting the random number to a hex string. I then just want the last six characters of that hex sting to get a valid random color as a hex string.
Here I have a method where I am using the rgba format for making a web color, however I just want a random range for a fixed color channel.
A good way to understand what is going on with this would be to create something that looks like a scatter plot of sorts. If I use the Math random method to generate a bunch of random points by just multiplying width by a Math random call for x, and height by a Math.random call then the points will be random, but in a very evenly distributed kind of way.
So say I have a dist.js file like this.
And I make use of it in an html file like this.
The result is random points, but they are distributed in very different ways. By using Math log in conjunction with math random to work out the points that results in a very different distribution of values for the points, many more of the points are concentrated to the lower sides of the area so they are not so evenly distributed.
When it comes to the subject of random numbers there is the topic of replacement, and not replacement. That is that there is the concept of selecting a number between and including 1 and 10, but then each time a section is made it is possible to select the same number next time. This would be considered random selection with replacement. So then there is the concept of not having replacement then, that is that of the options start out as [1,2,3,4,5,6,7,8,9,10] and the first random section is 4, then the current state of the array would now be [1,2,3,5,6,7,8,9,10] and then the size of the array would continue to reduce with each call after that.
When I run this script the result is random numbers being lodged out to the console between and including 1 to 10, but no number ever repeats. That is until of course I call the start method of the hat object that is returned with the create hat method.
In certain game projects I may have items, for example in a RPG style game I might have various kinds of item drops. In such a game I might have more than one class of object, and the probability of these items dropping might change a little. For example I might have a junk class of item that is dropped almost all the time, and then on the other extreme I might have an epic class of items that is almost never dropped. Or at least maybe that is how things would start off as there would be ways to change the probabilities for each of these kinds of classes. For example maybe there is a \0.5\% chance of an Epic item dropping to start off with, but threw various items, upgrades, and other factors maybe that percentage can increase to as much as say \10\%.
In this section then I will be going over an example that I put together fairly quickly for the sake of this post that is a kind of system that is used to create an object that is a kind of items classes object. Now this might not be the kind of system that is a full blown item system of sorts that I would actually use in a game, but it might still be a starting point for a component of such a system that has to go with creating a state object that is used to figure out what the chances are of a given class of item being dropped by and enemy each time an enemy is killed.
The main file of interest for this example then would be the item class module. This module will need to have at least two pubic methods for starters, one of which is used to create a state object that holds the current probabilities for each item class, and the other is used to return a random item class object.
In the create method a pool of objects will be crated for a returned state object that will be used for other methods in this module, one object for each item class in the game. Each of these objects should contain at least a points value along with other info such as a description, or id key that will be used with the over all greater item system to create the actually item elsewhere in a project that make use of this. The array reduce method can then be used as a way to sum these points values, and then a value of 0 to 1 can be figured for each object. It is then this value from 0 to 1 that can be used to find out if a certain class of item will be dropped or not.
I now have an index html file that makes use of my item class module just for the sake of making sure it is working okay so far. In this index html file I have a canvas element that I will be using to get a visual sense if this item class module is working the way that I would want it to or not.
For now there is maybe reading up more on the various other features of the Math object. It might not be needed to go threw all of them but one of the methods I use often is the Math atan2 method which is useful for finding angles between two points for example. There is also getting int using all kinds of formulas that make use of the math pi constant, and also looking into the natural logarithm method also.